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New Map: DistrictWar v2

Posted: 12 Oct 2009, 22:52
by Frostregen
West<->East mirrored 28x20 map.
Balanced for:
1vs1
2vs2
4vs4
7vs7

Metal is at 2.1 per spot (square yellow thingies).
Made with KaiserJ's Tileset, SME and Gimp.

http://springfiles.com/2325

Image

Image

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 02:35
by knorke
cool, another map based on that tilesetthing.
but won't this play very similiar to the speedmetalvariants? :?

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 02:49
by Beherith
I like it, though it needs better water and lighting settings.
Also, you can disable rendering of whole waterplane outside map on bumpwater by removing the waterplanecolor smd tag.

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 07:32
by Forboding Angel
Knorke, these aren't metal maps. They're city maps. Huge difference.

And yar, I agree with behe, kill the waterplane color, and give the water a transparent murky (greenish?) look and it will be instantly 50x better.

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 07:33
by Frostregen
I thought of making the water/sky darker, more like black. Is this what you think?
(+removing waterplanecolor)

EDIT: Hmm, green. I'll look into it.

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 07:49
by Forboding Angel
Nah the sky is fine, jsut kill the water plane color

Also, set your fog distance to 0.6, atm it's non-existent, which looks really really ugly.

One last thing, the sea floor needs texture, and the blue on the sides of the ramps and stuff doesn't look super great.

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 15:10
by Frostregen
I made some dirt/rubble sea-bottom texture at first.
But after toying with watercolor I think it looks best,
if you just barely can not see the ground at all (adds illusion of unlimited depth). What do you think?

Removed Image.

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 15:11
by Otherside
you need to tinker with the bump water settings (uses different tags than other water settings)

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 16:03
by Frostregen
Hmm, the only settings which do not disable other effects seem to be wavesize/speed. Those look ok imho.

Anyway, I reduced the green tint (it is still there), and changed fog color to black. This way it better fits the desolated dark city theme.


Moved images into first post.

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 16:46
by Forboding Angel
looks 100% kickass frost. Nice work!

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 16:58
by Otherside
this new surge of maps makes me feel like playing spring again.

Even though springs mapping format could be way better the sheer quantity + quality of maps spring has is imo unrivaled by any other rts.

Re: New Map: DistrictWar v1

Posted: 13 Oct 2009, 17:04
by Beherith
Water is looking much better now, even the sky seems more fitting. Good job!

Re: New Map: DistrictWar v2

Posted: 13 Oct 2009, 17:08
by Frostregen
Thx :)
(also for your constructive hints :))

uploaded v2

Re: New Map: DistrictWar v2

Posted: 13 Oct 2009, 17:16
by imbaczek
this looks waaaaay better than v1, good work.

Re: New Map: DistrictWar v2

Posted: 13 Oct 2009, 19:35
by KaiserJ
this will play like a charm with evo.

the smd on v2 looks amazing, good work!

one kinda funky thing... the "batteries" and those other little buildings, they look a bit soft and squishy... im guessing this was because there wasn't enough heightmap information for them in that file i sent... is there anything i can do to give you tiles with more heightmap resolution for those in specific?

i suppose the buildings also could be scaled up to take up a 2x2 tile instead of a 1x1... this requires more experimentation to be sure.

every other tile looks pro; i can't wait to give this new SME version a try.

Re: New Map: DistrictWar v2

Posted: 13 Oct 2009, 23:50
by Frostregen
Thx :)

The squishy look is exactly the result of those selective-blurring issues I told you about ;)

The 2x2 tiles already exist within the 128x128 tileset. (This map uses the 64x64 set.) And yes, they look better ;)

Re: New Map: DistrictWar v2

Posted: 14 Oct 2009, 12:27
by Warlord Zsinj
zwzsg got the water tones just right for industrial maps with his port of Core Prime Industrial Area, I think.

Re: New Map: DistrictWar v2

Posted: 14 Oct 2009, 13:41
by Forboding Angel
Agreed WJ, and yes, this looks like sex :-)

Re: New Map: DistrictWar v2

Posted: 17 Oct 2009, 14:46
by Frostregen
Water settings from Core Prime (greenish glow near surface) are not possible without making the sea-floor visible.
Basically you:
-Make the water-base color green
-Use Water absorb to make it even more green and darker as it gets deeper
-use waterMinColor to keep the extreme green near the surface.

What I need would be:
green->"normal" water color->pitch black

Since my map only features a small amount of ramps, it would not add much anyway, just sacrificing the depth look. (Smooth land-water transitions are needed to show the green-surface effect. It looks best if this green border runs around the whole water-body. ->Useful for in-map water bodies only)

Re: New Map: DistrictWar v2

Posted: 18 Oct 2009, 11:04
by hunterw
this water is pretty green

[WATER]
{
WaterSurfaceColor=0.7 0.64 0.86;
WaterPlaneColor=
WaterBaseColor=0.80 1 1;
WaterAbsorb=0.024 0.0040 0.0095;
WaterMinColor=0 0.05 0.05;
}

for waterplane color be sure to use the exact same as fog color